I think Mordrak provides enough attacks with his hammer so I put the whole squad with Halberds. I don't expect them all to get into close combat though. After deep striking I've learned that this little unit is going to take a lot of heat before they get into close combat. Plus overwatch, pie plates, and what other shenanigans like precision shots. Precision shots will make sure your guy with the banner will drop and then he'll be a waste of points. But I like a banner if you have multiple IC's in the squad (DFOC). It could be fun. And another note is that your squad can activate your force weapons on their own without using Mordrak's psychic powers (he's an upgraded unit) so he could cast hammer hand on the squad, or vice versa. If you really want your squad to get +1 Attack wouldn't it be cheaper to run falchions? It's really up to you and how you want them to work. Higher Initiative or more attacks?

I believe that the max. allowable number of Ghost Knight models one can have on-the-board is 8. Thatís 5 for the squad, and a possible 3 more from Mordrakís rules.

_________________+++"There is nothing in the arcane and blasphemous arsenal of the forces of Chaos that can compare to faith. With the power of faith, our weapons become shining instruments of deliverance that can cleave the mightiest daemon in twain. With the power of faith, our minds appear as slivers of pure agony to the daemon, driving into the wretched forms of those who would dare stand before us. With the power of faith, our words become commands that cause the daemon to cower and cringe in terror. I could meet my enemies unarmed without a shred of fear in my chest, for I know that the Emperor watches over me and guides my hand. So let them come. We shall show them what the power of faith can do."+++ (Brother Captain Stern)

GK termies are so easy to magnetise at the wrist, so do so and give your first 5 guys whatever wargear you want and then if you have to reuse a dead one as a freshly spawned one you can stick on the sword. I used to go all halberds, but now I'm tempted by throwing in some more hammers. Now it's safer to DS into terrain, and with stealth they can be survivable, so I was planning to draw some firepower by making them look scarier.

bigbri wrote:GK termies are so easy to magnetise at the wrist, so do so and give your first 5 guys whatever wargear you want and then if you have to reuse a dead one as a freshly spawned one you can stick on the sword. I used to go all halberds, but now I'm tempted by throwing in some more hammers. Now it's safer to DS into terrain, and with stealth they can be survivable, so I was planning to draw some firepower by making them look scarier.

The magnatizing comment is a great one Brother. I also like the idea of giving some of the ghost knights hammers...very visually cool and tactically fun given that you are close to things to smash . I would be cautious about using this unit just as a fire magnet though, kind of expensive.

_________________+++"There is nothing in the arcane and blasphemous arsenal of the forces of Chaos that can compare to faith. With the power of faith, our weapons become shining instruments of deliverance that can cleave the mightiest daemon in twain. With the power of faith, our minds appear as slivers of pure agony to the daemon, driving into the wretched forms of those who would dare stand before us. With the power of faith, our words become commands that cause the daemon to cower and cringe in terror. I could meet my enemies unarmed without a shred of fear in my chest, for I know that the Emperor watches over me and guides my hand. So let them come. We shall show them what the power of faith can do."+++ (Brother Captain Stern)

I've got two boxes of GKT to play with. I'd like to make a good Ghost Knight complement, and make the remainder into standard GKT's. What's the most economical way of going about it? I now don't think 8 ghosts are necessary. Maybe 6?

So that is 6 ghost knights and 4 to play with...You will need to decide on load outs first brother, then IMHO magnets will be your best friends.

_________________+++"There is nothing in the arcane and blasphemous arsenal of the forces of Chaos that can compare to faith. With the power of faith, our weapons become shining instruments of deliverance that can cleave the mightiest daemon in twain. With the power of faith, our minds appear as slivers of pure agony to the daemon, driving into the wretched forms of those who would dare stand before us. With the power of faith, our words become commands that cause the daemon to cower and cringe in terror. I could meet my enemies unarmed without a shred of fear in my chest, for I know that the Emperor watches over me and guides my hand. So let them come. We shall show them what the power of faith can do."+++ (Brother Captain Stern)

bigbri wrote:GK termies are so easy to magnetise at the wrist, so do so and give your first 5 guys whatever wargear you want and then if you have to reuse a dead one as a freshly spawned one you can stick on the sword. I used to go all halberds, but now I'm tempted by throwing in some more hammers. Now it's safer to DS into terrain, and with stealth they can be survivable, so I was planning to draw some firepower by making them look scarier.

The magnatizing comment is a great one Brother. I also like the idea of giving some of the ghost knights hammers...very visually cool and tactically fun given that you are close to things to smash . I would be cautious about using this unit just as a fire magnet though, kind of expensive.

True it's pretty expensive, but if it diverts firepower away from the rest of my stuff it's worth it. Dropping them into a ruin(which we use a lot of locally) gives them 2+ armour and 3+ cover. If they get shot at they can take plenty of firepower, potentially spawning more guys. If they don't get shot at then I havea group capable of causing some serious damage right in my opponents zone.

@jb317 I find 3mm x 1mm round magnets to be perfect for GKT arms, but it takes a very careful touch to drill the hand out

Magnets would be a good idea here. But for the original 5 I would probably do 3 halberds 2 swords with 1-3 backup sword knights but you will possibly have 2 dead swords to reuse. Like I said before I don't see the point in another daemon hammer since mordrak already has one. Originally I was thinking you only wanted to use one terminator box here.

Well in an ideal world I'd only need to use one termie box, however I don't want to short change myself in the event that I need more. I think I'm going to go 3 halberds 3 swords in total, then paint up the 4 unused as normal termies.